This is probably unpopular, but I don't really need much choice in an otome game, because I prefer and usually view them as linear stories where I am the reader experiencing something the writer crafted. If there are too many choices with many branches or variations, then I feel like the story can feel weaker because the writer can't commit to whatever would result in the best story and would have to entertain variations that may not fit the themes of what they are going for as well (and with less depth for each specific one, due to having to prioritise quantity over quality). If I wanted more control or to create my own story, I would just write it myself instead of relying on choices that were written by the writer in the first place. Therefore, maybe outside of a few ending branches (that make sense), I don't need a lot of branching or large changes from choices, so I don't mind too much if choices do not largely affect the story.
But if that's the case (choices that do not have much of an impact on what happens in the story), I don't think there's a need for those choices to exist, as I'd like it if the writer just made the decision of what is better for the narrative instead of forcing that role onto me (because even if they result in no branching of the narrative or do not have a large impact, these choices can potentially still be better or worse written or fit the narrative more or less). The writer knows their own writing best, and knows what story they want to tell, so I would prefer if they just decide what happens to ensure the best narrative development and experience, instead of me picking something that just ends up weakening the story or making less sense.
If there are choices, I would of course like the consequences of them to actually make sense, so in that sense, I do think it should have an effect on the story, if it's a choice that would make sense to impact things (and in those ways). But even still, otome games as stories are largely still trying to convey something specific, so I feel like having choices with consequences can potentially lead to outcomes that wouldn't advance the plot in the intended way or wouldn't make sense for this particular story or character in some cases (some choices just feel out of character just for the sake of having a choice), which is why many choices don't affect anything and the writer just has to forcibly almost retcon the choice and make it the same as the other one. In that case, I'd rather they have fewer or no choices then, with the thing that makes more sense being the only option.
In many cases, forcing choices when they are unneeded just results in the MC going like jk after saying/thinking/doing it and then it basically turning into the other choice, since that's the only one that makes sense and can advance things (but this awkwardly roundabout way of converging is obviously pointless and just weakens the flow of the story compared to just directly having what makes sense happen) - but the alternative of having that choice have actual consequences that make sense could result in another story or something that no longer contributes to the narrative well (so this would also weaken the story, making it less cohesive by expanding the scope too much, or flat out not fit the story). So I feel like instead of forcibly creating choices (whether they have consequences or not), I would just prefer fewer choices and for the writer to be more confident in committing to the narrative choices they think are the best for the story, instead of outsourcing them to me as the reader.
Of course, there are exceptions where choice is specifically important or part of the narrative and the themes the writer wants to convey, but most of the time, a largely linear story is what is intended (and what most stories have to be in the end, because they're still trying to convey something specific, and too much variation in a story, from branching etc, can result in the actual message and point being lost, unfocused or not explored in as much depth). Basically, I would only like choices that matter if they (and all consequences/variations) fit and enhance the set story (instead of just allowing anything to happen or be chosen, which I feel like would just cause the story to go off track and become about something else), otherwise I would prefer for there to not be a choice.